DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Grand Lodge

Morghrim leads onward, down the tunnel, eventually passageway opens up into a room.

Perception DC 15:
You hear the growling of what sounds like dogs.

Here's a Map of the area you are entering.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

1d20 + 11 ⇒ (3) + 11 = 14


Male Human Cleric 5 / Inheritor's Crusader 1

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

"Not completely empty... I hear a sound like a... dog?"

Without hesitation, Valeron's hand reaches up to holy symbol around his neck and he intones a blessing.

Cast Bless on everyone. Will last 3 minutes, or 30 rounds. Go go! Pull the whole lair, again!

Just a guess on what we do - everyone moves 7-8 squares east with Kev and Morg looking at the southern door, and Bron covering the north passage?


At Valeron's warning, Addie mutters a few mystic syllables as she passes her hand before her body. A faint aura shimmers around her body for a moment before disappearing. Feeling more protected now, she whispers a brief prayer invoking the guidance of The Gentleman.

Addie casts Mage Armor on herself - she now has AC 16 for the next 3 hours. If she has time, she'll cast Guidance on herself as well. If she has even more time, she will cast Guidance on Kevorin and Valeron.

BTW, Addie left His Lordship back at Resistance HQ again.


Male Halfling Alchemist : 4

Perception check: 1d20 + 6 ⇒ (12) + 6 = 18

Cocking his head, Wart mumbles,

"It DOES sound like dogs..."

Wart quickly gets out an extract and drinks it. A slight disturbance in the air in front of him is the only evidence of what he drank.

Extract of shield used, +4 shield bonus to AC, and it is invisible.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Seeing the others prepare themselves, Morghrim quickly casts Shield of Faith upon himself, invoking Shelyn's blessed protection.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev switches back to his normal great axe for the moment, but keeps the silvered axe as handy as he's able. He positions himself in front of Morghrim. "Got my back, Morg, and my front?"

Grand Lodge

The group slowly heads into the open chamber, expecting something to jump out at them. The party's fears are realized when they see three large dogs with flames rolling from their mouths, waiting for the intruders.

Initiative Rolls:

Morghrim:1d20 + 5 ⇒ (1) + 5 = 6
Kevorin:1d20 + 2 ⇒ (3) + 2 = 5
Wart:1d20 + 3 ⇒ (7) + 3 = 10
Addie:1d20 + 2 ⇒ (8) + 2 = 10
Valeron:1d20 + 0 ⇒ (8) + 0 = 8
Bron:1d20 + 3 ⇒ (14) + 3 = 17
Big Nasty Dogs:1d20 + 5 ⇒ (3) + 5 = 8

Initiative Order:
Bron 17
Wart 10+
Addie 10
Dogs: 8+
Valeron: 8
Morghrim: 6
Kevorin: 5

Bron, Wart, and Addie...give me your actions.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

I'm heading out for the day, so...

Round 1:

Kev will take a 5 foot step if needed to gain flanking or get into melee, use his move action to feint 1d20 + 8 ⇒ (7) + 8 = 15 and attack.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d12 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 if flanking or feint works


Male Human Cleric 5 / Inheritor's Crusader 1

Free action to identify the dogs? Just guessing which to use, here.

Knowledge (Planes): 1d20 + 4 ⇒ (9) + 4 = 13


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I've had 1's rolled for me by DM's for initiative in three recent combats in three PbP#s now lol :P.

1d20 + 7 ⇒ (9) + 7 = 16Knowledge (Planes), +3 concerning their abilities, defences etc.


Male Human Fighter

Responding more quickly than the others, Bron squeezes past his comrades as he pulls out his flail and readies for combat.

Double move to move to J,19. Drawing his weapon as he moves.

Grand Lodge

Morghrim Maestros wrote:

I've had 1's rolled for me by DM's for initiative in three recent combats in three PbP#s now lol :P.

1d20+7Knowledge (Planes), +3 concerning their abilities, defences etc.

Morghrim:
You recognize the creatures as Hell Hounds. With the check you rolled you get one other piece of information. What shall it be? Saves? Special Attacks, Special Defences?
Grand Lodge

Valeron Legis wrote:

Free action to identify the dogs? Just guessing which to use, here.

Knowledge (Planes): 1d20+4

Good guess on the knowledge check required...not good enough on the roll.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Morghrim Maestros wrote:

I've had 1's rolled for me by DM's for initiative in three recent combats in three PbP#s now lol :P.

1d20+7Knowledge (Planes), +3 concerning their abilities, defences etc.

** spoiler omitted **

DM:

Lets generally assume defences if I don't specify, Morghrims an aggressive Inquisitor.

Grand Lodge

Morghrim:
Immune to Fire, Vulnerable to Cold


Addie considers what she knows about these creatures.

Knowledge (planes): 1d20 + 10 ⇒ (12) + 10 = 22 - particularly interested in knowledge pertaining to the creatures' special abilities, vulnerabilities, and immunities.

Otherwise, Addie waits for the creatures to step within range of her Hex ability before taking any actions.

Grand Lodge

Black Addie wrote:

Addie considers what she knows about these creatures.

Addie:
You recognize the creatures as Hell Hounds. With the check you rolled you get one other piece of information. What shall it be? Saves? Special Attacks, Special Defences?

DM Talomyr wrote:
Black Addie wrote:

Addie considers what she knows about these creatures.

** spoiler omitted **

DM Talomyr:
How about special abilities - Addie wants to know what hellhounds could do to her before she gets too close.
Grand Lodge

Addie:
Breath Weapon (Fire), 10ft cone


"Be careful!" Addie warns her companions. "These creatures can breathe out a cone of fire for a distance of about ten feet!"


Male Halfling Alchemist : 4

Round 1 Action
"Breath fire? Well, then I suppose that they are probably immune to it's effects..."

Wart looks suddenly very sad, and draws out his sling, and loads it.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

In case it en't obvious in light of that, aye the buggers are immune to fire, use cold energy if ye has a means of it.

Grand Lodge

Having seen the former Hellknight enter the area, the Hellhounds move to intercept, jaws full of teeth and flame.

Attacks:
Hellhound #1:
Bite:1d20 + 5 ⇒ (12) + 5 = 17 - MISS
Damage(Bite):1d8 + 1 ⇒ (2) + 1 = 3
Damage(Fire):1d6 ⇒ 2

Hellhound #2:
Bite:1d20 + 5 ⇒ (15) + 5 = 20 - HIT
Damage(Bite):1d8 + 1 ⇒ (6) + 1 = 7
Damage(Fire):1d6 ⇒ 4

Hellhound #3:
Bite:1d20 + 5 ⇒ (1) + 5 = 6 - MISS
Damage(Bite):1d8 + 1 ⇒ (3) + 1 = 4
Damage(Fire):1d6 ⇒ 1

Bron feels the dual pains of fang and flame as one of the hellhound's bites finds a weakpoint in the warrior's armor.

Bron takes 11 points of damage (7 from bite, 4 from fire). Valeron, Morghrim, and Kevorin are up for the remainder of round 1.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Bloody hellknight... Bloody puppies... Morghrim mutters in frustration as he moves to support his ally and brings his Glaive to bear, striking at the hound directly in front of Bron, being careful not to hit Bron.

1d20 + 7 ⇒ (3) + 7 = 10Guidance expended, Power attack.
1d10 + 7 ⇒ (2) + 7 = 9Power attack.

Edit: DM Addie had a readied action to hex one of them as they approached.


Male Human Cleric 5 / Inheritor's Crusader 1

Straining to see past the cavalier, Valeron sees his companion beset upon by three of the fiendish dogs.

"Not good, we need to break that line before Bron gets cooked!"

Once again grabbing his holy implement, Valeron intones a prayer to the Inheritor. He has yet to use this prayer, and he hopes it's effective. Fugio in vereor!

Cause Fear DC13 to J19 hell-hound. Failure=frightened 1d4 rds. Success=shaken 1rd.

Then he moves 15ft into G-19 which should be open once Morghrim steps forward.

Don't forget +1 from bless, although with -4 for soft cover from Bron, it's going to be tough to hit...

Grand Lodge

I'll resolve Valeron's spell after resolving Addie's hex. Which hex were you using Addie? Slumber or Evil Eye?


Male Human Cleric 5 / Inheritor's Crusader 1

Ah, he's obviously not going to fear one that's asleep - so if it ends up as sleep I'll change my target.

Grand Lodge

Valeron Legis wrote:
Ah, he's obviously not going to fear one that's asleep - so if it ends up as sleep I'll change my target.

That goes without saying...


Addie would hex the one that she could see best from her location - which I think would be the one in J-19...

Seeing the hellhounds converge on Bron, Addie calls on the power granted to her by The Gentleman to place a hex on one of the creatures, compelling it to fall asleep.

Slumber Hex: Will save DC 15; if the save fails, the hellhound falls asleep for 3 rounds.

Grand Lodge

Will Save vs. Slumber:1d20 + 1 ⇒ (2) + 1 = 3

Will Save vs. Cause Fear:1d20 + 1 ⇒ (18) + 1 = 19

One Hellhound falls asleep, while another shakes off most of the effects of Valeron's spell.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

With Bless and the fact that the hound I attacked was actually sleeping, I wouldn't have even needed to roll to hit. Man I hate when posts get out of order, my bad if I posted early. Morghrim would have coup de graced the sleeping Hellhound- damage- 3d10 + 21 ⇒ (7, 9, 4) + 21 = 41


Male Halfling Alchemist : 4

Wart spends a moment thinking about what he could do.

Delaying action untill after Kevorin goes.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Wart wrote:

Wart spends a moment thinking about what he could do.

Delaying action untill after Kevorin goes.

Are we still in Round 1, or do I need to make another action?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

I'm still waiting for feedback on my attack or coup de grace.

Grand Lodge

Google docs keeps crashing on me here at work.

Morghrim, I believe you had to move at least 10 ft to get to where you are now, coup de grace is a full-round action, so it would not apply here. You could still hit the sleeping Hellhound if you would like, but then it will wake up.

Kevorin, depending on the out come of what Morghrim would like to do, your stated Round 1 action may be in appropriate. If Morghrim chooses to let sleeping dogs (from hell) lay, you would need to make an Acrobatics check to avoid an AoO from the hellhound in J-18 (but not I-18 due to cover from Bron). Let me know what you want to do.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:

Google docs keeps crashing on me here at work.

Morghrim, I believe you had to move at least 10 ft to get to where you are now, coup de grace is a full-round action, so it would not apply here. You could still hit the sleeping Hellhound if you would like, but then it will wake up.

Kevorin, depending on the out come of what Morghrim would like to do, your stated Round 1 action may be in appropriate. If Morghrim chooses to let sleeping dogs (from hell) lay, you would need to make an Acrobatics check to avoid an AoO from the hellhound in J-18 (but not I-18 due to cover from Bron). Let me know what you want to do.

Tal I was at the front of the group, Bron moved into the square in front of me, the sleeping Hellhound is in the square in front of him- still within my ten feet reach even without a five foot step. Are we looking at the same map? Edit: Ah ok, well for your clarity the sleeping Hellhound is two squares east of me.

Grand Lodge

Morghrim Maestros wrote:
Tal I was at the front of the group, Bron moved into the square in front of me, the sleeping Hellhound is in the square in front of him- still within my ten feet reach even without a five foot step. Are we looking at the same map? Edit: Ah ok, well for your clarity the sleeping Hellhound is two squares east of me.

Damnit...I see what I did, I didn't move Bron far enough forward on his turn.

Morghrim thrusts his glaive past Bron's hip skewering the sleeping hellhound.

Kevorin, I'll assume you want to be able to attack, but you will have to move more than 5ft, therefore no feint attempt.

Kevorin barrels past Morghrim and Bron, stopping on a hellhound's corpse. The half-orc then proceeds to sink his greataxe into another beast's shoulder.

Wart, what ya doing? Or are we moving on to the top of Round 2 with Bron?


Male Halfling Alchemist : 4

Wart moves forward rapidly to stand outside the enclosed hallway, sling at the ready.

"Do these things not like silver also? Or was that just the flying thing?"

Actions&Rolls:
  • Wart does a double move to K19

Grand Lodge

Top of round two. The hellhound in J-18 is shaken for the round. Bron is up, followed by Addie.

Initiative Order:
Bron 17
Addie 10
Hellhounds: 8+
Valeron: 8
Morghrim: 6
Kevorin: 5
Wart: 4


Male Human Fighter

Grunting in pain as the bite and flames overtake him, Bron lashes out with his flail, putting extra power behind his attack in hopes of dealing a serious blow to the infernal creatures.

Power Attack:1d20 + 6 ⇒ (9) + 6 = 15
Damage:1d8 + 5 ⇒ (4) + 5 = 9

Attacking Hound in I,18.

Grand Lodge

Bron takes a mighty swing with his flail, but narrowly misses the flaming beast.

Addie is up.


Round Two:
If Addie can see the hellhound in J-18 by stepping forward to square F-19, then she will use her Slumber hex on the shaken hellhound since it already has a -2 to saving throws. Will DC 15 to resist the Slumber Hex.

If Addie CANNOT see the hellhound inJ-18 by stepping forward to squre F-19, then she will keep an eye out behind her, trying to see/hear if anyone is coming up from behind the group. Perception check: 1d20 + 2 ⇒ (18) + 2 = 20.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

ROUND 2:

Kev uses his move action to feint on whichever hound is still up, or J18 if they both are.
Bluff: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d12 + 6 + 1d6 ⇒ (6) + 6 + (6) = 18 Ignore sneak attack if feint fails.
He ends with a step to K18 (or J18 if that one's dead)

Grand Lodge

Sorry for the lack of posting today. It was a particularly long day at work, and now my body it telling me sleep would be a good idea. I will move the combat along in the morning.

Grand Lodge

Hellhound Will Save:1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16

The hellhound shakes off Addie's attempt to put it to sleep. The same beast steps toward Wart, and attempts to bite Kevorin.

Attack:1d20 + 5 ⇒ (18) + 5 = 23
Damage (bite):1d8 + 1 ⇒ (7) + 1 = 8
Damage (fire):1d6 ⇒ 2

Kevorin takes a total of 10 damage

The other hellhound attempts to bite Bron again, apparently enjoying the taste of hellknigh, then steps back down the hallway.

Attack:1d20 + 5 ⇒ (18) + 5 = 23
Damage (bite):1d8 + 1 ⇒ (8) + 1 = 9
Damage (fire):1d6 ⇒ 4

Bron takes a total of 13 damage

Valeron and Morghrim are up, followed by Kevorin's stated action. Kev, if you have any modifications you would like to make to your action based on what you know now about the battlefield and/or conditions, please feel free to.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Yes, seeing this, Kev steps to J18, then readies his attack and tells Wart to step into the flanking square.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Sorry if I invalidate your action somewhat Kev but where Bron is stood I can't easily attack the other Hellhound. Weird that you've been moved on the map before I gave, the square your in is where I wanted to go... Can we keep the interpretations in initiative order? Seems i'm getting a bit confused...

Morghrim moves around the corner to I18 and attacks the HH two squares to his east with his Glaive, landing a vicious blow on the Hellhound.

1d20 + 7 ⇒ (20) + 7 = 27
1d10 + 7 ⇒ (5) + 7 = 12

Crit threat.

1d20 + 7 ⇒ (7) + 7 = 14
2d10 + 14 ⇒ (5, 10) + 14 = 29

Darn, no confirmation. Please remember my AC is two higher than listed due to SoF.

Grand Lodge

Morghrim Maestros wrote:
Weird that you've been moved on the map before I gave, the square your in is where I wanted to go... Can we keep the interpretations in initiative order? Seems i'm getting a bit confused...

Kev moved to the square he is currently in in Round 1, the same round you coup de graced the hell hound he is standing on.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

My bad, i'm DEFINITELY getting confused :P. My action stands

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